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Gummies: Abilities

Just like Sora, Gummi Ships come with their own set of Abilities, optional enhancements that will either make life much easier or keep the ship intact. Abilities on Gummi Ships consume AP, Ability Points, with a maximum of 20 AP.

Additionally, Abilities of the same name can be stacked for additional effect.

Name

AP

No.

Description

Active Formation

1 AP

No stack

Puts the Teeny ships in an active formation using the Square button.

Auto-Counter

3 AP

No stack

Fires Laser-based ranged weapons when struck.

Auto-Life

3 AP

No stack

Restores Health when defeated; works at most once per mission.

Auto-Regen

2 AP

3 Times (6 AP)

Allows the recovery of Health without the need for orbs.

Cannon Upgrade

5 AP

3 Times (15 AP)

Increases the damage of Rounds-based ranged weapons.

Cost Converter

1 AP

2 Times (2 AP)

Increases the allowed Munny cap on a Gummi ship, sacrificing a Teeny ship.

A single instance of this ability will leave behind one Teeny ship, increasing the allowed cost from 800 to 1000.

Dual instances of this ability will leave behind both Teeny ships, further increasing the allowed cost from 1000 to 1200.

Draw

4 AP

2 Times (8 AP)

Increases the range for which Medal and Health orbs can be collected.

Formation Change

1 AP

No stack

Allows the manual control of Teeny Ships with L2 and R2.

Heal Upgrade

2 AP

3 Times (6 AP)

Increases the effectiveness of Health orbs.

Laser Upgrade

5 AP

3 Times (15 AP)

Increases the damage of Laser-based ranged weapons.

Medal Converter

4 AP

2 Times (8 AP)

Shifts the orb drop rate to favor Medal orbs. A second instance will increase the ratio.